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Godot MCP for Claude Desktop: Setup & Config

Godot MCP lets Claude Desktop open the editor, run projects, and inspect debug output.

What you can do with Godot in Claude Desktop

Pick it for Godot execution feedback and scene operations within the same MCP workflow.

  • Run a game project and inspect errors from an AI assistant.
  • Create scenes and add configured nodes.

Before you start: Godot in Claude Desktop

  • Godot Engine installed locally
  • Node.js 18.0.0 or newer and npm
  • An MCP-compatible agent
  • Godot 4.4 or newer for UID operations

GODOT_PATH overrides automatic executable detection and can be omitted when discovery works. DEBUG=true enables detailed server logging. Ensure project paths contain project.godot.

Godot Claude Desktop configuration

  1. Choose Claude Desktop configuration scope

    For Godot MCP, open macOS: ~/Library/Application Support/Claude/claude_desktop_config.json Windows: %APPDATA%\Claude\claude_desktop_config.json. Merge under mcpServers via Settings → Developer → Edit Config when available.

  2. Add Godot MCP to Claude Desktop

    Use the godot-mcp entry below in mcpServers. Keep Godot MCP's documented stdio connection fields and your other Claude Desktop entries.

  3. Check Godot MCP in Claude Desktop

    Godot MCP: Fully quit and reopen Claude Desktop; check developer diagnostics.

Config file · macOS: ~/Library/Application Support/Claude/claude_desktop_config.json

Windows: %APPDATA%\Claude\claude_desktop_config.json

JSON
{
  "mcpServers": {
    "godot-mcp": {
      "command": "npx",
      "args": [
        "@coding-solo/godot-mcp"
      ],
      "env": {
        "GODOT_PATH": "<Path to the Godot executable; optional discovery override>"
      }
    }
  }
}

Godot tools available to Claude Desktop

Godot's stored tool list documents 14 tools; compare it with Claude Desktop's connected tool list, because the stored list is not a live check.

launch_editor

When Claude Desktop requests launch_editor from Godot, review the action before approving it.

Open the Godot editor for a selected project.

run_project

When Claude Desktop requests run_project from Godot, review the action before approving it.

Execute a project and collect its output.

get_debug_output

When Claude Desktop requests get_debug_output from Godot, review the action before approving it.

Read the current runtime logs and error output.

stop_project

When Claude Desktop requests stop_project from Godot, review the action before approving it.

End the project execution currently controlled by the server.

get_godot_version

When Claude Desktop requests get_godot_version from Godot, review the action before approving it.

Report the installed engine version.

list_projects

When Claude Desktop requests list_projects from Godot, review the action before approving it.

Discover Godot projects beneath a directory.

get_project_info

When Claude Desktop requests get_project_info from Godot, review the action before approving it.

Inspect a project’s metadata.

create_scene

When Claude Desktop requests create_scene from Godot, review the action before approving it.

add_node

When Claude Desktop requests add_node from Godot, review the action before approving it.

load_sprite

When Claude Desktop requests load_sprite from Godot, review the action before approving it.

export_mesh_library

When Claude Desktop requests export_mesh_library from Godot, review the action before approving it.

save_scene

When Claude Desktop requests save_scene from Godot, review the action before approving it.

get_uid

When Claude Desktop requests get_uid from Godot, review the action before approving it.

update_project_uids

When Claude Desktop requests update_project_uids from Godot, review the action before approving it.

Godot: full stored tool descriptions

Troubleshooting Godot in Claude Desktop

  • Fully quit and reopen Claude Desktop for Godot MCP. If npx @coding-solo/godot-mcp (Node.js/npm) is missing, check the desktop process's PATH, which may differ from your terminal.
  • In Claude Desktop's Godot MCP entry, check GODOT_PATH. Keep secrets out of shared screenshots and repositories.
  • Godot MCP uses stdio here: Claude Desktop must keep the configured process running; protocol output belongs on stdout and diagnostics on stderr.
  • Known limitation: Requires an installed Godot engine and Node.js 18 or newer.
  • Known limitation: UID operations require Godot 4.4 or newer.
  • Known limitation: Project paths must point to directories containing project.godot.
  • General Claude Desktop troubleshooting lives in the /clients/claude-desktop guide.

Godot MCP — details. Claude Desktop guide

Frequently asked questions

Claude Desktop loads Godot MCP from claude_desktop_config.json: ~/Library/Application Support/Claude/ on macOS, or %APPDATA%\Claude\ on Windows. Open it via Settings → Developer → Edit Config when available.

Claude Desktop's godot-mcp example uses stdio.

Godot MCP's Claude Desktop configuration invokes npx @coding-solo/godot-mcp (Node.js/npm).

Claude Desktop's Godot MCP example references GODOT_PATH. Check these names if startup or authentication fails; the example alone does not distinguish required from optional values.

Godot MCP's stored list contains 14 tools, including launch_editor, run_project, get_debug_output. Compare those names with Claude Desktop's connected tool list; the stored list is not a live check.

Yes. The documented tools start and stop projects and retrieve debug output and error messages.

Yes. It can create scenes, add nodes, load sprites, export MeshLibrary resources, and save scenes.